Category: Uncategorized

South gate of Agzadekoar, thanks to Rick. It’s perfect. I described the walls as being made from enormous chunks of stone ripped from the sides of the windy mountains. If you looks closely, you can see the runed SE & SW slave gates on the sides, and the guard barracks peeking out over the top of the wall over the SE slave gate. And there’s Big Shmoe’s tower in the background.

Here’s a modified list of the poisons in the DMG. I have a player who’s an assassin and I wanted to give him something to do with his poisoner’s kit. I changed the value of all of the poisons. Since I keep my player’s pretty busy (they don’t have much down-time, in-game) I vastly reduced the price of these poisons. I have him crafting 10 gold worth of value a day, so the idea is that he’ll be able to craft some basic things in less than a week.

Burnt Other (100)

Target rolls a DC 13 CON save. On fail 3D6 poison DMG. Target rolls again each round, until it has failed 3 times.

Carrion Crawler Mucus (140)

Target rolls a DC 13 CON save. On fail, target is paralyzed for up to 1 minute. Target may roll again each round, and the effect ends on a successful save.

Etheric Essence (90)

Target rolls a DC 15 CON save. On fail, target is poisoned & unconscious for up to 8 hours. Effect ends early if target takes damage or is shaken awake by a player or NPC.

Oil of Taggit (140)

Target rolls a DC 15 CON save. On fail, target is poisoned & unconscious for up to 24 hours. Effect ends early if target takes damage or is shaken awake by a player or NPC.

Malicious Extract (140)

Target rolls a DC 15 CON save. On fail, is blinded and poisoned for 1 hour.

Midnight Tears (300)

A creature that ingests this substance suffers no ill effects for exactly 24 hours. Once the time is up, target rolls a DC 17 CON save. Target takes 10D6 damage on a failed roll, or half as much on a successful roll.

Toadstool Filter (50)

Target rolls a DC 10 CON save. Target takes 1d6 poison damage on a failed roll, or no damage for a successful roll.

Liquid Torpor (90)

Target rolls a DC 13 CON save. Target takes 3d6 poison damage on a failed roll, or half as much for a successful roll.

Wyvern poison (120)

Target rolls a DC 14 CON save. Target takes 5d6 poison damage on a failed roll, or half as much for a successful roll.

Serpent Venom (180)

Target rolls a DC 15 CON save. Target takes 7d6 poison damage on a failed roll, or half as much for a successful roll.

Purple Worm Poison (220)

Target rolls a DC 18 CON save. Target takes 9d6 poison damage on a failed roll, or half as much for a successful roll.

Truth Serum (120)

Target rolls a DC 12 CON save. On fail, target becomes poisoned and cannot knowingly tell a lie (as if under the effects of a zone of truth spell.) Effects last for 1 hour.

Common is called common for a reason… it’s a language that most civilized (and some uncivilized) folk have in common.

Maragish

The first language of Felmoor. Spoken by men after the fracture. Still the primary language in certain parts of Frenyot. Common traces its roots to Maragish..

Ullish

The language of spirits. Ullish is a magical language that can only convey truth, although many spirits are able to use it to mislead the unwise listener.

Ullish is automatically understood by any sentient being, but can only be spoken by beings possessed of both immense wisdom and great clarity of purpose.

Can’t be learned in any of the normal ways

Gresh

It is impossible to speak Gresh without their unique physiology; it’s communicated mostly through roars, growls, clicks and sustained bass tones. They are capable of speaking at the equivalent of a conversational volume for other races, but among their own kind, the Gresh enjoy discoursing with startling loudness.

Non-gresh PCs may learn to understand Gresh, but not speak it.

Quyggin

Mooros taught the Quyg their complex, rapid-fire language. Most Quyg still grow up in communities where Quyggin is the primary language, although common is usually learned at an early age as well.

Stellarine

The large majority of Ramaki in Felmoor speak stellarine as their primary language. As a consequence of the secretive and protective nature of Ramaki culture, it’s rare for non-ramaki to have had much exposure to stellarine.

Adamant

The first language of the dwarves. It was taught to them by Ymyry, who also taught it to many sentient and semi-sentient creatures that lurk and burrow deep below the surface.

Pelcharan

The language of the secretive Pelcharans. Even more than the Ramaki, Pelcharans are very secretive and rare.

Justify in backstory

Voggish

The language of the giants.

Justify in backstory

Starbish Argot

A pidgin mix of Maragish, Common, Quyggin and even a bit of Adamant thrown in for good measure. Most closely associated with the dockyards of Starbish where it originated. It has since spread and is not spoken in a variety of communities in and around Frenyot.

Spy Cant

Secret code language used by members of Saragnor’s Special forces. Conveyed using very subtle motions of the hands, face and shifts in posture. Skilled practitioners can have a verbal conversation with someone, while simultaneously having an entirely different conversation with the same person through spy cant. Unless bystanders are highly observant, they would see nothing out of the ordinary at all.

Non-verbal.

Thieves cant

Thieves cant and spy cant serve similar functions, but the former is less refined, and practiced more widely. It is essentially a democratized form non-verbal communication. For obvious reasons, rogues, assassins and conspirators of all sorts are it’s most common practitioners.

Non-verbal.

Radiant

The language of most Celestials. Celestials Often communicate through patterns of energy fluctuation. Ramaki can learn to “see” these fluctuations and even respond in rudimentary ways.